/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.handler.skillhandlers;

import net.sf.l2j.gameserver.handler.ISkillHandler;
import net.sf.l2j.gameserver.model.L2Character;
import net.sf.l2j.gameserver.model.L2ItemInstance;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2Skill;
import net.sf.l2j.gameserver.model.L2Skill.SkillType;
import net.sf.l2j.gameserver.model.L2Summon;
import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
import net.sf.l2j.gameserver.skills.Formulas;

/*
 * Just a quick draft to support Wrath skill. Missing angle based calculation
 * etc.
 */
public class CpDam implements ISkillHandler {
	// private static Logger _log = Logger.getLogger(Mdam.class.getName());
	/*
	 * (non-Javadoc)
	 * 
	 * @see
	 * net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver
	 * .model.L2PcInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
	 */
	private static final SkillType[] SKILL_IDS = { SkillType.CPDAM };

	/*
	 * (non-Javadoc)
	 * 
	 * @see
	 * net.sf.l2j.gameserver.handler.IItemHandler#useItem(net.sf.l2j.gameserver
	 * .model.L2PcInstance, net.sf.l2j.gameserver.model.L2ItemInstance)
	 */
	public void useSkill(L2Character activeChar, L2Skill skill,
			L2Object[] targets) {
		if (activeChar.isAlikeDead())
			return;
		boolean ss = false;
		boolean sps = false;
		boolean bss = false;
		L2ItemInstance weaponInst = activeChar.getActiveWeaponInstance();
		if (weaponInst != null) {
			if (skill.isMagic()) {
				if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT)
					bss = true;
				else if (weaponInst.getChargedSpiritshot() == L2ItemInstance.CHARGED_SPIRITSHOT)
					sps = true;
			} else if (weaponInst.getChargedSoulshot() == L2ItemInstance.CHARGED_SOULSHOT)
				ss = true;
		}
		// If there is no weapon equipped, check for an active summon.
		else if (activeChar instanceof L2Summon) {
			L2Summon activeSummon = (L2Summon) activeChar;
			if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_BLESSED_SPIRITSHOT) {
				bss = true;
				activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
			} else if (activeSummon.getChargedSpiritShot() == L2ItemInstance.CHARGED_SPIRITSHOT) {
				ss = true;
				activeSummon.setChargedSpiritShot(L2ItemInstance.CHARGED_NONE);
			}
		}
		for (int index = 0; index < targets.length; index++) {
			L2Character target = (L2Character) targets[index];
			if (activeChar instanceof L2PcInstance
					&& target instanceof L2PcInstance && target.isAlikeDead()
					&& target.isFakeDeath())
				target.stopFakeDeath(null);
			else if (target.isAlikeDead())
				continue;
			if (!Formulas.getInstance().calcSkillSuccess(activeChar, target,
					skill, ss, sps, bss))
				return;
			int damage = (int) (target.getCurrentCp() * (1 - skill.getPower()));
			// Manage attack or cast break of the target (calculating rate,
			// sending message...)
			if (!target.isRaid()
					&& Formulas.getInstance().calcAtkBreak(target, damage)) {
				target.breakAttack();
				target.breakCast();
			}
			skill.getEffects(activeChar, target);
			activeChar.sendDamageMessage(target, damage, false, false, false);
			target.setCurrentCp(target.getCurrentCp() - damage);
		}
	}

	public SkillType[] getSkillIds() {
		return SKILL_IDS;
	}
}
